// x1 = 5, x2 = 90, x3 = 175, x4 = 260 public void SetX(int x) { SwinGame.SpriteSetX(_diningTable, x); // s1 = 27, s2 = 112, s3 = 197, s4 = 282 _statusBar.SetX(x + 22); // c1 = 25, c2 = 110, c3 = 195, c4 = 280 _customer.SetX(x + 20); }
public void ProcessEvent() { if (_waiting) { //keep add time and increase the bar if the customer is waiting if (SwinGame.TimerTicks(_gameTime) > 300) { _ticks = _ticks + 1; SwinGame.ResetTimer(_gameTime); } //old customer rage and leave if the bar reach full. Decrease 0.5 heart life and get a new customer. if (_ticks >= 42) { _customer = BS_PokemonCustomerGenerator.NewCustomer(); _customer.SetX(_diningTable.X + 20); _customer.SetY(_diningTable.Y - 40); _ticks = 0; _sideBar.DecreaseGameLife(); } } else { //reduce the bar when the customer is eating. Clear the table and get a new customer when the bar reach empty. Then set the waiting to be true. if (SwinGame.TimerTicks(_gameTime) > 150) { _ticks = _ticks - 1; SwinGame.ResetTimer(_gameTime); } if (_ticks < 0) { SetFood(""); _customer = BS_PokemonCustomerGenerator.NewCustomer(); _customer.SetX(_diningTable.X + 20); _customer.SetY(_diningTable.Y - 40); _waiting = true; } } }